Farthest Frontier

Farthest Frontier

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Farmers only work on 1 field at a time...
Farmers work on 1 field, even though there are 70 farmers and 5 fields. Anyone else have this bug? It causes rotted crops and neglect in the fields they don't get to.
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Showing 1-13 of 13 comments
AmitO Aug 28, 2023 @ 10:30pm 
Having the same issue, two fields with 3 workers each, but all 6 only ever work on one at the time, jumping between them every so often. Results in crop rott and stuff not getting planted in time.

They also idle on the fields some times "Unable to work", while crops are rotting away.
mauvbot Aug 28, 2023 @ 10:46pm 
Have you tried clearing all workers out of the farms and adding them back?
Sounds very annoying.
Having the same problem. Got 2 fields but farmer only workk on one and the other one is completly abandonned. After reading threads on the hub, it seems this is a recurrent problem for 1 year now and still not resolved
dagoum1 Sep 7, 2023 @ 12:49am 
This is so annoying. If we could just assign specific farmers to a field and not "all farmers for all fields" this will be resolved. All other shops/jobs have a specific citizen, why can't we have that for farms?

This would also allow us to spread farms across the map without all farmers walking from one field to another and wasting valuable time.
mila_kay Sep 28, 2023 @ 6:13am 
I have the same problem.. I even started a new game and it happened again... I don't know what to do..
ungamer Sep 28, 2023 @ 6:40am 
looks like a game mechanic to run all farmers on 1 field, then another one, then another one... any news it will be changed ?
Matthew Sep 28, 2023 @ 6:40am 
It is intentional. I suppose to simulate the community farming aspect before it went large scale industrial.

Anyway, this is why I find 5x8's or 6x7's to be the most effective overall farm size. If you have a farm at 1/1 it will only ever have 2 max farmers at any given time. With smart crop rotation, you can stagger plant and harvest times so 2 farmers can take care of 2 fields.

This essentially allows you to assign farmers to every individual field, as they will all pair off in 2's.
mila_kay Sep 29, 2023 @ 7:45am 
Originally posted by Matthew:
It is intentional. I suppose to simulate the community farming aspect before it went large scale industrial.

Anyway, this is why I find 5x8's or 6x7's to be the most effective overall farm size. If you have a farm at 1/1 it will only ever have 2 max farmers at any given time. With smart crop rotation, you can stagger plant and harvest times so 2 farmers can take care of 2 fields.

This essentially allows you to assign farmers to every individual field, as they will all pair off in 2's.
I still don't get it. I have 2 farms (5x6) and it doesn't matter if I change farmers on each farm to 1/1, 2/2, 3/3, 4/4.... They all come to work on 1 farm only. Then somehow they change their mind, don't finish the first farm and go to work on the second one or don't care about the second one at all for some time. I'm just confused and scared to build more farms because of this. Building farms take also all farmers to the new farm to build...
skill issue Sep 29, 2023 @ 7:56am 
its not a bug it how its supposed to be
all farmers works at fields and help each other when its time to collect crops.

never have problems with that. and its keep efficient workforce. having like for example 5 fileds 12*24 each has 4-5 workers. u have pool of 20-25 farmers. end of season on on fields 20 farmers collect all goods. by the time they collected on next should be end of season - they go there.


trick is manage timeline of fields and never have ending the same on 2 fields

having clovers also helps - its restores fertility and dont need workers
Last edited by skill issue; Sep 29, 2023 @ 8:31am
ladicken Sep 29, 2023 @ 8:43am 
I build 10x10 farms, put six people on them, and then just let them be. I might be fussing over crop rotation but the workers themselves just run around and do things on different farms. I have no idea what they're doing, but they get the crops harvested and that's all I care about.
mila_kay Sep 29, 2023 @ 3:18pm 
Originally posted by cerokyn:
its not a bug it how its supposed to be
all farmers works at fields and help each other when its time to collect crops.

never have problems with that. and its keep efficient workforce. having like for example 5 fileds 12*24 each has 4-5 workers. u have pool of 20-25 farmers. end of season on on fields 20 farmers collect all goods. by the time they collected on next should be end of season - they go there.


trick is manage timeline of fields and never have ending the same on 2 fields

having clovers also helps - its restores fertility and dont need workers
Ohhhh now I get it. Thank you!
Bleh Oct 2, 2023 @ 6:17am 
The issue with this is the insane amount of time wasted by walking between the fields along with every other farmer, harvest a single tile and then begin the two 1-2 month trek to the next field, because that's just how time is balanced.

In doing so their community farming is maximally inefficient. Definitely not intended.

Same issue slows down labourers. Instead of them working in an area they mass migrate around to do single jobs before wasting rest of the season walking to the next.
This issue, more than anything else ruins your economy the larger your pop and settlement gets.
Furin Oct 3, 2023 @ 10:16pm 
Originally posted by mila_kay:
Originally posted by cerokyn:
its not a bug it how its supposed to be
all farmers works at fields and help each other when its time to collect crops.

never have problems with that. and its keep efficient workforce. having like for example 5 fileds 12*24 each has 4-5 workers. u have pool of 20-25 farmers. end of season on on fields 20 farmers collect all goods. by the time they collected on next should be end of season - they go there.


trick is manage timeline of fields and never have ending the same on 2 fields

having clovers also helps - its restores fertility and dont need workers
Ohhhh now I get it. Thank you!

Exactly, also if you have a lot of clover going, which doesn't need farmers, the assigned farmers will help out elsewhere, which means you can get away with less farmers in total. It's a pretty neat mechanic tbh. Example, a wheat field has clover in spring, then wheat and another field has peas in spring then clover...
Last edited by Furin; Oct 3, 2023 @ 10:17pm
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Date Posted: Aug 4, 2023 @ 6:50pm
Posts: 13